/**
 * Copyright (c) 2006-2011 LOVE Development Team
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 *
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 *
 * 1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 **/

#include "Source.h"

namespace love
{
    namespace audio
    {
        namespace null
        {
            
            Source::Source()
            : love::audio::Source(Source::TYPE_STATIC)
            {
            }
            
            Source::~Source()
            {
            }
            
            love::audio::Source * Source::copy()
            {
                this->retain();
                return this;
            }
            
            void Source::play()
            {
            }
            
            void Source::stop()
            {
            }
            
            void Source::pause()
            {
            }
            
            void Source::resume()
            {
            }
            
            void Source::rewind()
            {
            }
            
            bool Source::isStopped() const
            {
                return true;
            }
            
            bool Source::isPaused() const
            {
                return false;
            }
            
            bool Source::isFinished() const
            {
                return true;
            }
            
            bool Source::update()
            {
                return false;
            }
            
            void Source::setPitch(float pitch)
            {
                this->pitch = pitch;
            }
            
            float Source::getPitch() const
            {
                return pitch;
            }
            
            void Source::setVolume(float volume)
            {
                this->volume = volume;
            }
            
            float Source::getVolume() const
            {
                return volume;
            }
            
            void Source::seek(float, Source::Unit)
            {
            }
            
            float Source::tell(Source::Unit)
            {
                return 0.0f;
            }
            
            void Source::setPosition(float *)
            {
            }
            
            void Source::getPosition(float *) const
            {
            }
            
            void Source::setVelocity(float *)
            {
            }
            
            void Source::getVelocity(float *) const
            {
            }
            
            void Source::setDirection(float *)
            {
            }
            
            void Source::getDirection(float *) const
            {
            }
            
            void Source::setLooping(bool looping)
            {
                this->looping = looping;
            }
            
            bool Source::isLooping() const
            {
                return looping;
            }
            
            bool Source::isStatic() const
            {
                return (type == TYPE_STATIC);
            }
            
        } // null
    } // audio
} // love
